/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Boss_Blackheart_the_Inciter
SD%Complete: 75
SDComment: Incite Chaos not functional since core lacks Mind Control support
SDCategory: Auchindoun, Shadow Labyrinth
EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "shadow_labyrinth.h"

#define SPELL_INCITE_CHAOS    33676
#define SPELL_INCITE_CHAOS_B  33684                         //debuff applied to each member of party
#define SPELL_CHARGE          33709
#define SPELL_WAR_STOMP       33707

#define SAY_INTRO1          -1555008
#define SAY_INTRO2          -1555009
#define SAY_INTRO3          -1555010
#define SAY_AGGRO1          -1555011
#define SAY_AGGRO2          -1555012
#define SAY_AGGRO3          -1555013
#define SAY_SLAY1           -1555014
#define SAY_SLAY2           -1555015
#define SAY_HELP            -1555016
#define SAY_DEATH           -1555017

#define SAY2_INTRO1         -1555018
#define SAY2_INTRO2         -1555019
#define SAY2_INTRO3         -1555020
#define SAY2_AGGRO1         -1555021
#define SAY2_AGGRO2         -1555022
#define SAY2_AGGRO3         -1555023
#define SAY2_SLAY1          -1555024
#define SAY2_SLAY2          -1555025
#define SAY2_HELP           -1555026
#define SAY2_DEATH          -1555027

struct boss_blackheart_the_inciterAI : public ScriptedAI
{
    boss_blackheart_the_inciterAI(Creature* c) : ScriptedAI(c)
    {
        pInstance = (ScriptedInstance*)c->GetInstanceData();
    }

    ScriptedInstance* pInstance;

    bool InciteChaos;
    uint32 InciteChaos_Timer;
    uint32 InciteChaosWait_Timer;
    uint32 Charge_Timer;
    uint32 Knockback_Timer;

    void Reset()
    {
        InciteChaos = false;
        InciteChaos_Timer = 20000;
        InciteChaosWait_Timer = 15000;
        Charge_Timer = 5000;
        Knockback_Timer = 15000;

        if (pInstance)
            pInstance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, NOT_STARTED);
    }

    void KilledUnit(Unit*)
    {
        switch (rand() % 2)
        {
        case 0:
            DoScriptText(SAY_SLAY1, me);
            break;
        case 1:
            DoScriptText(SAY_SLAY2, me);
            break;
        }
    }

    void JustDied(Unit*)
    {
        DoScriptText(SAY_DEATH, me);

        if (pInstance)
            pInstance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, DONE);
    }

    void EnterCombat(Unit*)
    {
        switch (rand() % 3)
        {
        case 0:
            DoScriptText(SAY_AGGRO1, me);
            break;
        case 1:
            DoScriptText(SAY_AGGRO2, me);
            break;
        case 2:
            DoScriptText(SAY_AGGRO3, me);
            break;
        }

        if (pInstance)
            pInstance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, IN_PROGRESS);
    }

    void UpdateAI(const uint32 diff)
    {
        //Return since we have no target
        if (!UpdateVictim())
            return;

        if (InciteChaos)
        {
            if (InciteChaosWait_Timer <= diff)
            {
                InciteChaos = false;
                InciteChaosWait_Timer = 15000;
            }
            else InciteChaosWait_Timer -= diff;

            return;
        }

        if (InciteChaos_Timer <= diff)
        {
            DoCast(me, SPELL_INCITE_CHAOS);

            std::list<HostileReference*> t_list = me->getThreatManager().getThreatList();
            for (std::list<HostileReference*>::iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
            {
                Unit* pTarget = Unit::GetUnit(*me, (*itr)->getUnitGuid());
                if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
                    me->CastSpell(pTarget, SPELL_INCITE_CHAOS_B, true);
            }

            DoResetThreat();
            InciteChaos = true;
            InciteChaos_Timer = 40000;
            return;
        }
        else InciteChaos_Timer -= diff;

        //Charge_Timer
        if (Charge_Timer <= diff)
        {
            if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                DoCast(pTarget, SPELL_CHARGE);
            Charge_Timer = 25000;
        }
        else Charge_Timer -= diff;

        //Knockback_Timer
        if (Knockback_Timer <= diff)
        {
            DoCast(me, SPELL_WAR_STOMP);
            Knockback_Timer = 20000;
        }
        else Knockback_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};
CreatureAI* GetAI_boss_blackheart_the_inciter(Creature* pCreature)
{
    return GetInstanceAI<boss_blackheart_the_inciterAI>(pCreature);
}

void AddSC_boss_blackheart_the_inciter()
{
    Script* newscript;
    newscript = new Script;
    newscript->Name = "boss_blackheart_the_inciter";
    newscript->GetAI = &GetAI_boss_blackheart_the_inciter;
    newscript->RegisterSelf();
}

